Traveling by Headset

IF 2.3 Q1 EDUCATION & EDUCATIONAL RESEARCH
CALICO Journal Pub Date : 2022-06-30 DOI:10.1558/cj.21306
Dorothy M. Chun, Honeiah Karimi, David J. Sañosa
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引用次数: 4

Abstract

In line with the 2021 CALICO Conference theme “Global realities,” we presented a plenary on how immersive virtual reality (IVR) could be used for second language learning by allowing learners to virtually travel around the globe via headset. The main affordances of virtual reality (VR) technology include immersing learners in an authentic cultural context almost anywhere on the globe, while manifesting a strong sense of presence and enabling learning through embodied cognition, which involves kinesthetic engagement. In this article, we first review current models of immersive learning and note how certain processes of second language and culture learning are missing in these models. Using some examples of IVR apps for second language learning, we discuss the research to date that focuses on the affordances of the technology for languaculture learning and propose how the effectiveness of these apps could be studied, expanding on the cognitive-affective model of immersive learning (CAMIL, proposed by Makransky & Petersen, 2021) to include social factors. We conclude with some recommendations for the development of future IVR apps for languaculture learning that follow our expanded theoretical model.
戴耳机旅行
根据2021年CALICO会议的主题“全球现实”,我们提出了一个关于沉浸式虚拟现实(IVR)如何用于第二语言学习的全体会议,允许学习者通过耳机虚拟地环游世界。虚拟现实(VR)技术的主要功能包括让学习者沉浸在世界上几乎任何地方的真实文化背景中,同时表现出强烈的存在感,并通过包含动觉参与的具身认知实现学习。在本文中,我们首先回顾了当前的沉浸式学习模式,并注意到这些模式中缺失了第二语言和文化学习的某些过程。使用一些用于第二语言学习的IVR应用程序的例子,我们讨论了迄今为止关注语言文化学习技术的支持的研究,并提出如何研究这些应用程序的有效性,扩展沉浸式学习的认知情感模型(CAMIL,由Makransky和Petersen提出,2021),以包括社会因素。最后,我们对语言文化学习的未来IVR应用程序的开发提出了一些建议,这些建议遵循我们扩展的理论模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CALICO Journal
CALICO Journal EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.10
自引率
10.00%
发文量
0
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